Corona Renderer for Cinema 4D
Corona Renderer for Cinema 4D

Rectro

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About Rectro

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    www.daniel-ripley.co.uk

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  • First Name
    Dan
  • Last Name
    Ripley
  • C4D Ver
    18 Studio
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    United Kingdom
  • Interests
    Fishing, sculpture, 3D art, Animation, Human Anatomy, Music Production

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  1. If you want to keep it really simple for the FFD deformer add more grid points on the Y axis, then you can get more control and deform it to get some more random looking deformation. Dan
  2. Ok I think I get you, kind of. What your referring as a Armature is the joints, or Rig? You dont connect the body to the eyes, its the other way around, Im not trying to be awkward by the way, just want to make it clear the order in which things need to be done. If your animating the eyes, then they need their own joints which are a child of the head bone. If you just need the eyes to follow the body then weight the eyes to the head bone. If the Body and Eye geometry are not within a null object then the eyes will need their own skin tag, and weight tag, if they are are within a null object then only one skin object is needed, but each object will need its own weight tag and weighted as said. If you need further instructions on this weighting setup I can make a short video, I may have even already made one on this before. Dan
  3. Hi. I would keep my window in a null, or merge it down either way wouldn't be a problem as while it may be merged down each part is not welded at a vert level so it's easy to make selection sets and still slice if I needed to. I normally keep parts separate in a null until the end so by then my design choices are final but hardly find myself model architectural stuff, first window iv made in 7 years. I used a thin glass in this case, but if I wanted it thick it would be easy to do being it's a all quads. Save thickness for refractive glass. Dan
  4. Quick mock up, but id have it at least 3 parts to have the choice of material and colour variation with edges bevelled if the poly count is allowed for the project. Dan
  5. There is nothing wrong with combining parts of a object together after they are made individually, just not a good idea to make a multi part object into one mesh that dont hold its own edges, and boundaries, ideally quad polygons. Dan
  6. Hi. Not sure if your still on r14 as shown on your profile, but your have access to the knife tool, use this to add segments in the middle of the poll Dan.
  7. Hi. Can you explain further on what you want as I cant understand what the materials have in connection with moving the character? Dan
  8. Just another thing to add here. As you know each part can have its own object axis/pivot point. You will want your main base object in which all other parts are added to it be a child of the null, but in order to have the null take on the objects axis you must select the object, hold Alt key while making a null. Your object becomes a child of the null while keeping its axis position. Then add all other onjects to be merged down and follow the steps and said by esmall. Dan
  9. Hi. First can you confirm if it's the geometry that you want to join or the animation rig as if it's the geometry you will loose morphs uv for body and head. Can't access the file at this time on my phone. Ok got access to file now. I see you have more than one issue here. First your body should be positioned zero in the X, and Z axis, your head also should be in same position before rigging it. The head you wish to join is much bigger than head thats on the body already, and it is not positioned at the neck. So far these are all things that should be done before rigging. Every single peice of geometry has a point order, which is basicly a index of where every vertex is located. When you make your Uvs it uses this point order. Now if you try to join another peice of geometry to the body the point order changes and no longer is that Uv map going to work as it did. Also morphs use point order and again if you join the head to the body now, then non of your morphs will work im sorry to say. You need to finish the modelling first including any welding of geometry together, then move on to Uv mapping, then onto rigging and morphs. If you literaly wanted to join the head to the body then you would have to pass so many hurdles and still loose all your animation you have applied that you may as well go back and do it in the correct order. To make that head fit onto that body just via a rig, then I asume you wanted a animated mask of sorts, even then making the neck a child of Spine 2 of the body would cause issues as you have already animated the head by itself, and your position and scale of the head is off, so get the head to follow, but that will cause more problems stacked on the other ones such as the head that is on the body is not driving the animation of the mask, which by what you describe you dont want a mask but a welded head onto the body. Welding is not going to happen as your body is triangulated, and the head is all quads, that would be such a mess to join. Only thing as said you can do is delete the head off the body along with the neck and head joints, place the other head close to where it joints, but scaling the head may cause some issues at this stage. Then drag the neck bone of the head onto the spine 2 of the body. Assuming you goingt o have a jacket of sorts to cover the seams of the neck at this point. All sounds messy, but thats only way around it. Dan
  10. You can produce the "sopts" using procedurals, or why not export a uv template and paint them in Photoshop. To be honnest though for such a simple thing bodypaint is so easy to paint these. If you need help in bodypaint then help is at hand. ps: If you go to your content browser and search for "Nukei Cow" there is a material you can drop onto your cow. Dan
  11. Hi. Try using Goz as this automatically send the model over, and sets up the displacement map. You may see whats going wrong. If you can share the file, il can get it sorted as im using Zbrush tightly with C4D all the time and have no issues. For 32bit displacment maps I use multimap exporter. You need to use .exr file format for 32 bit files. Dan
  12. Ok, right. Well from that file im not getting any rendering issues, however you may be using external resources that need to be with the file. Are you using any HDR images, what version of C4D are you using? Dan
  13. I find Standard render better for hair also, I cant see any advantage in forcing the advanced renderer to render it given the crazy render times it inflicts on it. I do think its a shame because the rest of the scene may benefit from the advanced renderer but often its at a cost of much longer render times. If D.O.F was needed for a still I normaly render out a Z depth pass and do it in Photoshop. In any case il be happy to check the scene in case there is anything obvious. Dan
  14. You should be able to strip it down to just the basics, but 5mb is not much, upload it to dropbox. Dan
  15. Best thing to do is share a file so everyone can test on the same object, as every mesh tested will have a different poly count, and as such some meshes will push C4D harder when sub divided. Dan